End of the World
Use standard Magic: the Gathering Rules.
For this variant you must build a deck from only cards in Fallen Empires and the most current base set and they all must be the same color. The deck for two should contain one hundred to one hundred thirty cards. If you're going to play with three or four people (more than four is very complicated), add about forty cards per person.
As you build
your deck, classify cards as civilized, feral, and general. This is a
matter of common sense: any card that produces any feral creature, like
a Thallid or Thrull, should be earmarked for the feral player. (There
are some exceptions to this rule. An Elvish player may control Thallids
if he casts Elvish
Farmer.) It helps to write down
which cards belong to whom. Whatever you do, keep feral and civilized
cards in equal proportion.
Blue and green
decks are the easiest to build, since the battle lines are fairly well
drawn: Merfolk vs. Homarid, Elf vs. Thallid. Black is a little trickier.
Any black summoning spell that doesn't mention Thrull anywhere should be
considered civilized. Other black spells that don't directly deal with
Thrulls should be considered general.
have an overwhelming edge. The only direct damage spell that should be
put in their grubby little hands is Goblin
Grenade. All others give to the
Dwarves. That should help to even things out some. Playing with white is
incredibly cutthroat: every spell is general. It becomes a race to see
who can cast the Hand
of Justice first.
artifact that causes damage or awards life should be left out on general
principle, but cards like Rod
of Ruin are acceptable: it has a
fairly high activation cost for the amount of damage it does.
ready to play, take two basic lands of they type found in the deck and
place them between you and your opponent. Randomly decide which side
each player is on. For three or more players, have two people each flip
a coin. If they turn up the same way, the two people that flipped the
coins are a team. If the coins split, a third player should flip and
take the side of the matching coin toss. Each player begins with twenty
life points. Take your seats, chose who goes first, and begin.
When the game
starts, there are two basic lands already in play. The player whose turn
it is may use these communal lands. These lands may never be destroyed,
Enchanted, or otherwise messed with. They're even immune to Armageddon.
The communal lands untap on every player's untap phase.
The player who
goes first draws seven cards from the communal deck for his opening draw
and an eighth for his first turn. All of these cards go face up in the
middle, between the players. This is the communal hand. The rest of the
turn proceeds normally except for one thing: the player may not cast his
If you're a
civilized player and the communal hand is chock full of feral cards,
you're flat out of luck. You can't use any of those spells, although you
can attack and use your permanents' abilities. If the hand is full of
general cards, then either type of player may use them. A player may
even cast an instant during someone else's turn, although before doing
so he must ask permission from the player currently taking a turn. If
the person does not let the person cast the instant then the current
player must cast it during his turn or the other player may cast it for
free at the end of the turn.
When your turn
is done, it passes to the player to your left. If the hand is at seven
cards, each player should draw one card during the draw phase. If the
hand is below seven, the players should draw the appropriate number of
cards to keep the hand at seven. When a player places a land for that
turn, he may choose to put in the communal pool rather than in front of
himself. This has the advantages in a multiplayer game.
Attacks may only
be launched at one opponent, and you may only attack one player a turn -
no splitting attacks between opponents.
creative discard style of play. If your opponent has a full hand of
seven, he might begin his turn, draw his card, do nothing, end his turn,
and discard a card from the communal deck that you were planning to cast
the very next turn. It's a dirty trick, but it's legal.
Play the general
spells very carefully. It may not be a good idea to wait to cast that Stream
of Life or Fireball
on the table - your opponent might get to it first. On the other hand,
it's a very good idea to field as many creatures as you can. If you can
get a creature lock early, you've got the game half won. This is the
feral player's strength.
Ending the Game
The game ends
when all the players on one side are defeated. If the civilized forces
win, they've forestalled their doom until another day. If the feral side
wins, well... it was inevitable, wasn't it?
No player may take a mulligan for this variant.
Chase created this variant.